/* Copyright (C) 2006,2007 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

/* ScriptData
SDName: Boss_Lady_Blaumeux
SD%Complete: 100
SDComment: 
EndScriptData */

#include "../../sc_defines.h"

//All horsemen
#define SPELL_SHIELDWALL           29061
#define SPELL_BESERK               26662

// lady blaumeux
#define SPELL_MARK_OF_BLAUMEUX     28833
#define SPELL_VOIDZONE             28863

#define SAY_AGGRO                 "Defend youself!"
#define SAY_TAUNT1                "Come, Zeliek, do not drive them out. Not before we've had our fun."
#define SAY_TAUNT2                "I do hope they stay alive long enough for me to... introduce myself."
#define SAY_TAUNT3                "The first kill goes to me! Anyone care to wager?"
#define SAY_SPECIAL               "Your life is mine!"
#define SAY_SLAY                  "Who's next?"
#define SAY_DEATH                 "Tou... che!"

#define SOUND_AGGRO               8892
#define SOUND_TAUNT1              8896
#define SOUND_TAUNT2              8897
#define SOUND_TAUNT3              8898
#define SOUND_SPECIAL             8895
#define SOUND_SLAY                8894
#define SOUND_DEATH               8893

#define SPIRIT_OF_BLAUMEUX        16776

struct MANGOS_DLL_DECL boss_lady_blaumeuxAI : public ScriptedAI
{
    boss_lady_blaumeuxAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}

    uint32 Mark_Timer;
    uint32 VoidZone_Timer;
    bool ShieldWall1;
    bool ShieldWall2;
    bool InCombat;

    void EnterEvadeMode()
    {       
        Mark_Timer = 20000; // First Horsemen Mark is applied at 20 sec.
        VoidZone_Timer = 12000; // right
        ShieldWall1 = true;
        ShieldWall2 = true;
        InCombat = false;

        m_creature->RemoveAllAuras();
        m_creature->DeleteThreatList();
        m_creature->CombatStop();
        DoGoHome();
    }

    void InitialYell()
    {
        if(!InCombat)
        {
            DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL);
            DoPlaySoundToSet(m_creature,SOUND_AGGRO);
        }
    }

    void KilledUnit()
    {
        DoYell(SAY_SLAY,LANG_UNIVERSAL,NULL);
        DoPlaySoundToSet(m_creature,SOUND_SLAY);
    }

    void JustDied(Unit* Killer)
    {
        DoYell(SAY_DEATH,LANG_UNIVERSAL,NULL);
        DoPlaySoundToSet(m_creature,SOUND_DEATH);
    }

    void AttackStart(Unit *who)
    {
        if (!who)
            return;

        if (who->isTargetableForAttack() && who!= m_creature)
        {
            //Begin melee attack if we are within range
            DoStartMeleeAttack(who);
            InitialYell();
            InCombat = true;
        }
    }

    void MoveInLineOfSight(Unit *who)
    {
        if (!who || m_creature->getVictim())
            return;

        if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
        {
            float attackRadius = m_creature->GetAttackDistance(who);
            if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who))
            {
                if(who->HasStealthAura())
                    who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

                DoStartMeleeAttack(who);
                InitialYell();
                InCombat = true;
            }
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //Return since we have no target
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim())
            return;

        // Mark of Blaumeux
        if(Mark_Timer < diff)
        {
            DoCast(m_creature->getVictim(),SPELL_MARK_OF_BLAUMEUX);
            Mark_Timer = 12000;
        }else Mark_Timer -= diff;

        // Shield Wall - All 4 horsemen will shield wall at 50% hp and 20% hp for 20 seconds 
        if(ShieldWall1 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 50)
        {
            if(ShieldWall1)
            {
                DoCast(m_creature,SPELL_SHIELDWALL);
                ShieldWall1 = false;
            }
        }
        if(ShieldWall2 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 20)
        {
            if(ShieldWall2)
            {
                DoCast(m_creature,SPELL_SHIELDWALL);
                ShieldWall2 = false;
            }
        }

        // Void Zone
        if(VoidZone_Timer < diff)
        {
            DoCast(m_creature->getVictim(),SPELL_VOIDZONE);
            VoidZone_Timer = 12000; // right
        }else VoidZone_Timer -= diff;

        DoMeleeAttackIfReady();
    }
}; 
CreatureAI* GetAI_boss_lady_blaumeux(Creature *_Creature)
{
    return new boss_lady_blaumeuxAI (_Creature);
}


void AddSC_boss_lady_blaumeux()
{
    Script *newscript;
    newscript = new Script;
    newscript->Name="boss_lady_blaumeux";
    newscript->GetAI = GetAI_boss_lady_blaumeux;
    m_scripts[nrscripts++] = newscript;
}
